Forum posts

Posted 1 year ago2022-10-29 23:14:22 UTC
in AI nodes not connecting through func_breakable Post #347029
I'm running into an issue where ai nodes aren't connecting through func_breakable entities, which I can see by using impulse 199. There's an example of nodes connecting through brush entities in the map c2a4f. Is there some special way to do this?
Posted 3 years ago2020-11-29 16:34:24 UTC
in Mapping with Wall Worm? Post #344973
I just discovered a tool called "Wall Worm" for creating Source / Goldsrc maps entirely in 3DSmax, which apparently was used to create the Xen chapters in Black Mesa. That sounds really exciting to me, but I was wondering if anyone here has used it and recommends it over Hammer? Is it worth spending the time learning to use, particularly for Goldsrc?
Posted 3 years ago2020-11-24 06:04:43 UTC
in Scientist struggling to follow node paths Post #344945
That command is very helpful, thank you!
It seems that some of the info_nodes I've placed aren't connecting at all for whatever reason.
User posted image
Is there a better way I can set this up?

I also noticed that in c2a4f two nodes are connected through a func_breakable crate, but crates in my map are obstructing the nodes.
Posted 3 years ago2020-11-24 05:55:55 UTC
in Monstermaker enemies not hostile Post #344944
Yeah idk I've never had these kinds of issues before, it's very strange. Monsters sometimes don't spawn at all, sometimes they do spawn but refuse to cooperate with scripted sequences, etc.
Posted 3 years ago2020-11-22 21:20:10 UTC
in Scientist struggling to follow node paths Post #344935
I have a scientist that needs to be escorted through my map, which just involves running down corridors and up some stairs. But for whatever reason he complains every step of the way and often refuses to follow. I could simply walk around a corner, he goes halfway, and then has a diaper baby temper tantrum.
I'm really not sure what I can do. I've set up info_nodes properly, nothing is obstructing them, there's no reason he should be struggling. It's as if he's ignoring the node graph entirely.
Posted 3 years ago2020-11-19 19:22:34 UTC
in Monstermaker enemies not hostile Post #344893
For some reason enemies spawned by a Monstermaker entity are not hostile for a few seconds, long enough for the scripted events I've set up to be very awkward. I thought it was because I was spawning them through a multi_manager but I set up a test spawner and they were hostile immediately, so I'm totally lost. It's inconsistent.
Posted 3 years ago2020-11-10 18:52:16 UTC
in Source to Goldsrc? Post #344848
Oh! I had no idea it was that easy. Thanks lol
Posted 3 years ago2020-11-10 16:17:03 UTC
in Source to Goldsrc? Post #344845
Is there any way I can convert a Source map to Goldsrc? When I search this topic on Google I only get discussions about converting Goldsrc maps to Source, not the other way around. I only want to convert the world brushes to Goldsrc, not the entities.
Posted 4 years ago2020-01-19 19:45:59 UTC
in "abs: ambiguous call to overloaded function" Post #343646
I'm just beginning to learn coding for Half-Life using the SDK and VS2015. I'm following this tutorial and am at an immediate brick wall. I've followed the instructions to "Disable specific warnings" but I'm getting a lot of errors that say "abs: ambiguous call to overloaded function" in several .cpp's and have no clue what that means or how to fix it. The tutorial says nothing about this, and someone else left a comment about it but never got a response.
Posted 4 years ago2019-12-29 23:37:44 UTC
in Trigger_push underwater Post #343533
For some reason trigger_push doesn't work underwater (inside a func_water) but I could have sworn there was a map in Half-Life where you're pushed around underwater. I decompiled c2a4d and found several trigger_push brushes underwater but they don't work there either. Did Valve just never get around to making them work, and is there a workaround?
Posted 4 years ago2019-12-28 04:05:27 UTC
in ZHLT info_smoothvalue Post #343511
I increased it to 150 and it worked. I don't know why I didn't bother messing with the number before asking for help.
Posted 4 years ago2019-12-27 21:30:51 UTC
in ZHLT info_smoothvalue Post #343508
I'm trying to use an entity called info_smoothvalue to make a texture on a pipe look smooth instead of having hard edges, but it's not working and I can't find any info at all about this. I'm setting it up by disabling "smart edit" and adding a key with the texture's exact name and a value of 50. I'm also compiling with the ZHLT compilers. Am I doing anything wrong?
Posted 4 years ago2019-12-21 13:10:30 UTC
in Shoot-Through Railings Post #343499
Oohh I understand. I didn't realize you could shoot through clip brushes, I thought they blocked everything. Thank you!
Posted 4 years ago2019-12-21 12:45:37 UTC
in Shoot-Through Railings Post #343497
How do I create railings and catwalks that are solid but can be shot through? I decompiled a Half-Life map to see how Valve set up railings you can shoot through but they seem to just be func_illusionary brushes with no special settings and no extra clip brushes. I assume this is because of the decompiler and there is actually more to it?
Posted 5 years ago2018-05-24 10:18:57 UTC
in Strange map issues Post #339699
I'm not sure what those warnings even mean. I've checked all of the brush entities it's talking about and there's nothing wrong with any of them from what I can tell.

Here's the map if you want to take a look yourself:
http://www.mediafire.com/file/pitdeh3dpogyr8i/v_sr_1.zip/file
Posted 5 years ago2018-05-24 02:54:16 UTC
in Strange map issues Post #339695
Just recently an issue began with my map. For some reason large sections of the map, if not the entire map, are being rendered despite the player not seeing them, and the console is being spammed with "too many visible entities". Also, the brush entities in one room disappear depending on where you look. I have no idea why this is happening, because it didn't start until the most recent room I built. I know for sure there are no leaks or other errors, except for something in the compile log about ambiguous leaf nodes.

Compile log:
https://pastebin.com/E2WWV27L
Posted 5 years ago2018-05-22 16:36:07 UTC
in Sentences.txt - no lip sync Post #339686
That worked. Thank you all for the help.
Posted 5 years ago2018-05-21 19:37:15 UTC
in Sentences.txt - no lip sync Post #339682
How do I configure Audacity to these settings?
Posted 5 years ago2018-05-21 16:09:19 UTC
in Sentences.txt - no lip sync Post #339680
I export audio at 44100Hz 16 bit.
Posted 5 years ago2018-05-20 23:27:32 UTC
in Sentences.txt - no lip sync Post #339675
I've added a line to sentences.txt for the Scientist. The scripted_sequence plays the new sound just fine, but the Scientist doesn't move his mouth when he speaks. I've already made sure everything is set up properly.
Posted 6 years ago2018-04-20 05:38:11 UTC
in mod_numforname error Post #339392
I've never seen this error before and nothing seems to be fixing it. Immediately upon loading any map I make I get this:
Fatal error: mod_numforname c:/program files (x86)/steam/steamapps/common/half-life/valve/m not found

If I make a map that uses a sprite, a sound, a gib model, etc, I get this error. I have a map that is a single room with one breakable brush that uses a gib model that results in this error. It does not matter what gib model I use, and they are not custom models or sounds, sprites, etc. Verifying integrity of game files has not helped.
Posted 7 years ago2016-10-31 19:39:34 UTC
in Scientist speaking without being told to Post #332174
Huh, I always figured that Barney's mouth moving while pressing buttons was because of game limitations, rather than just forgetting to put the sound in a proper channel.
Posted 7 years ago2016-10-30 05:04:45 UTC
in Scientist speaking without being told to Post #332149
Interesting. I don't recall any scientists in Half-Life's campaign that say that sentence during that animation. Thanks for the info.
Posted 7 years ago2016-10-30 01:30:40 UTC
in Scientist speaking without being told to Post #332146
I've set up a simple scripted_sequence that plays the push_button2 animation on a scientist. He opens a door, walks through, and every time he says "I'm not so sure I want to go to the surface, what if the world finds out what we're doing down here." I've not told him to do this, so I'm at a loss as to why he says this every time. Is this sentence played by the push_button2 animation?
Posted 7 years ago2016-10-17 21:44:45 UTC
in Making new footstep sounds? Post #332052
Is it possible to assign new footstep sounds to custom textures in addition to the footstep types in Half-Life? Such as snow, wet pavement, etc.
Posted 8 years ago2016-04-16 23:26:19 UTC
in How to change Half-Life hands? Post #329915
The hands are a part of the weapon viewmodel, so to change them you'd have to remodel and texture new hands for each individual weapon model. You can use MilkShape to decompile the models and recompile them after editing, but obviously you'd have to learn how to create models. Alternatively, if you want an easier solution, you can try replacing the Half-Life weapon viewmodels with the ones from Blue-Shift, and use Jed's Half-Life Model Viewer to replace the textures for Barney's sleeves to make them a different color.
Posted 8 years ago2015-12-09 23:10:05 UTC
in Creating a new pickup item Post #327729
Thank you for explaining everything. It works now! Thank you very much for the help.
Posted 8 years ago2015-12-08 23:59:18 UTC
in Creating a new pickup item Post #327690
Alright, that helps. I think I can try to figure the rest out on my own from here. Thanks.
Posted 8 years ago2015-12-08 23:48:22 UTC
in Creating a new pickup item Post #327688
Then can the numbers be explained so I know what I'm doing?
Posted 8 years ago2015-12-08 23:18:30 UTC
in Creating a new pickup item Post #327686
I never knew there was a hud.txt in there. Never saw it buried in all the sprites.
I added the lines you've provided where they should be in hud.txt and saved it, but it hasn't had any effect.
Posted 8 years ago2015-12-08 03:03:35 UTC
in Creating a new pickup item Post #327679
I'm trying to make a small version of the normal battery item that gives the player less suit power.
The small battery can be spawned via the console and placed in maps as "item_battery_small" and everything works correctly, except it does not display an icon on the hud when collected. All I want to know is where I go in the sdk to tell the game to display an icon when this item is collected, and how.
Posted 8 years ago2015-12-04 00:19:18 UTC
in Trouble beginning with SDK. Again. Post #327657
Nevermind, actually. I finally found a good tutorial that helped me out. This was a lot of build-up to something that was surprisingly easy to do. I suppose I just wasn't looking through Google hard enough.

Here is the tutorial I used: http://www.sourcemodding.com/tutorials/goldsrc/programming/intro-to-goldsrc-programming-setting-up-visual-studio/
Posted 8 years ago2015-12-03 03:38:28 UTC
in Trouble beginning with SDK. Again. Post #327642
First off, I just want to make sure I'm actually compiling the right thing.. I open cl_dll.dsp located in the cl_dll folder inside the SDK with the "open project/solution" option, correct?
Posted 8 years ago2015-12-03 01:53:10 UTC
in Trouble beginning with SDK. Again. Post #327639
I've returned to trying to learn how to edit and compile Half-Life's SDK, and it's the same situation as last time. I have no idea what I'm doing and can't seem to find any helpful information online.
I have the latest version of HL SDK as well "Github code" which was provided to me by a user here. I also have installed Visual Studio 2008 and 2010. 2010 does not seem to want to work, and 2006 will not run, so 2008 is the only one that works, but does not compile the SDK without hundreds of errors.
At this point I simply have no clue where to go to find more info about this stuff. So I'm here again to ask for help. To anyone who knows what they're doing and is able to compile the SDK, what do I need and how do I do it? Can I be walked through this process? Otherwise I'll probably give up, because this is becoming quite frustrating.
Posted 8 years ago2015-06-23 04:17:08 UTC
in Trigger random output? Post #326080
Thank you for the responses!
Posted 8 years ago2015-06-23 02:39:44 UTC
in Trigger random output? Post #326074
Is there a way to trigger a random output based on a number of them? For example, a button that opens a different door every time you press it.
Posted 9 years ago2015-03-26 02:10:03 UTC
in Another Changelevel Problem... Post #325008
Oh, I didn't know that. :s
Posted 9 years ago2015-03-25 23:23:43 UTC
in Another Changelevel Problem... Post #325001
Don't give up. This stuff is bound to happen. Just keep working and putting up with it. Half-Life is a very old game, after all. Whenever I have to redo something, I always come back to it with new ideas and end up with something way better.
I'm sorry I can't be more helpful than this. I'm not familiar with these problems you're having.
Posted 9 years ago2015-03-25 22:31:58 UTC
in Another Changelevel Problem... Post #324999
Yeah, I don't know what that could be. :\
Try making two test maps and link them together with a changelevel to see if you can create the problem again. If it works fine, you may have to start your map over again, or remove and rebuild the changelevel. I'm not saying that rebuilding your map is the only solution, but this stuff happens sometimes.
Posted 9 years ago2015-03-25 22:11:43 UTC
in Another Changelevel Problem... Post #324996
Info_landmark MUST be in the exact same spot on the grid in both maps. Perhaps one of them is in a different location. Find the X Y Z coordinates of the landmark in the first map, and put the landmark in the second map on those coordinates.
When I'm finished with a changelevel and am ready to build the next map, I save the current one (let's call it map01) as "map02", and then I delete everything in the map except for the room where the changelevel takes place and begin to build off of that. This way, I can make absolutely sure that everything is in the same place as map01. I hope I explained that well.
This post was made on a thread that has been deleted.
Posted 9 years ago2015-03-22 19:45:44 UTC
in C++? Post #324931
It seems to be working now!
Thank you for the help, everyone. I'm sure I can figure everything else out on my own. Sorry for being so clueless with this, it was a bit confusing for some reason.

I have one more question:
Does there exist a Spirit Of Half-Life SDK of some kind? I would like to use SOHL, but with changes.
Posted 9 years ago2015-03-22 02:39:11 UTC
in C++? Post #324896
Ugh. I really don'y understand this.
I installed what you gave me, but there isn't an exe for VS anywere. But I found a "vs_setup" in a visual studio c++ 2008 folder, but it gives the following error:
error 32003 file "c:/program files (x86)/microsoft visual studio 9.0/common7/tools/vsvars32.bat" could not be opened to write.

I'm not usually this clueless, but I don't understand how this is meant to work or why things aren't working. Have I done something wrong?
Posted 9 years ago2015-03-22 00:35:14 UTC
in C++? Post #324877
Thank you for the responses and info. I'm still not having any luck actually getting Visual Studio, though. I just don't have any luck finding it, or something. :\
Posted 9 years ago2015-03-20 23:31:11 UTC
in C++? Post #324820
I have Half-Life SDK installed, but haven't been able to do anything with it because, if I remember correctly, C++ (whichever version it was) would either not install (I'm using Win8) or it gave errors beyond my understanding.
I remember there being a thread on this site where someone asked for C++. I'm pretty much asking that. I had a ton of trouble finding C++ to install. Or are there any good alternatives I can use?
I would really like to do more than just make maps, textures, and models in my projects.
Posted 9 years ago2014-12-16 23:20:56 UTC
in Spirit Of Half-Life - Trigger_camera Post #322760
I'm using Spirit Of Half-Life 18a1, and the trigger_camera is being a bit of a pain. I only assume it's Spirit's fault.
Every time an edit in the map is made (or most of the time not, it's very inconsistent) the trigger_camera will either slow down or speed up in-game when moving across paths, or it will skip paths entirely. I had to also deal with the camera nearly coming to a complete stop a few feet away from the second path instead of continuing towards it.
Is this known to happen?

More info:
trigger_camera initial speed: 900
acceleration units: 500
deceleration: 500
Path speed: 900

edit

Actually, I've found a work-around. I don't really think this is something anybody would be able to help with anyway, hence the lack of replies.
This thread is useless. :s
Posted 9 years ago2014-12-13 21:59:41 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322769
Just experienced a problem.
I had created a visgroup the other day in my map to clean up the grid while I work, and later I had to close Sledge. I return to find that the visgroup no longer exists (as usual) however a bunch of entities are gone, such as a func_door, func_train, trigger_teleport, etc. They're still there, just invisible. Going into the entity report window and using "go to" to find the door brings up hundreds of "oops something went horribly wrong" windows that continually open, forcing me to use the task manager.
So the map is broken and has to be rebuilt.
Should I give the map file?
Posted 9 years ago2014-12-03 03:59:51 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322617
I got it figured out. Thanks for helping my understand!
I'm not a huge fan of how it brings up wads that aren't in the config being used. It's a bit confusing. Is there a setting to enable/disable this?

One more thing, the texture lock seems inconsistent. It's not a big problem, but copying+pasting a brush by shift+dragging moves the textures. But just moving a brush around like normal doesn't scroll the textures.

Nothing else I wanted to bitch about other than nitpicks. Still a great editor though!
Posted 9 years ago2014-12-02 18:52:31 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322597
Well, I only have the one config with the others removed. Perhaps Sledge automatically shows me all of the wad files in Half-Life? Will I have to worry about the map compiling with all of then, despite only using the two in the config?
Posted 9 years ago2014-12-02 03:20:41 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322585
Nope. Didn't work.
It seems to be using every wad from every mod folder except the one I set it up to use, if that makes sense.